PPT - University of Maryland at College Park
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Transcript PPT - University of Maryland at College Park
Graphical User Interface (GUI)
Nelson Padua-Perez
Chau-Wen Tseng
Department of Computer Science
University of Maryland, College Park
Graphical User Interface (GUI)
User interface
Interface between user and computer
Both input and output
Affects usability of computer
Interface improving with better hardware
Switches & light bulbs
Punch cards & teletype (typewriter)
Keyboard & black/white monitor (text)
Mouse & color monitor (graphics)
Graphical User Interface (GUI)
Goal
Present information to users clearly & concisely
Make interface easy to use for users
Make software easy to implement / maintain for
programmers
Graphical User Interface (GUI)
Design issues
Ease of use
Ease of understanding
Ability to convey information
Maintainability
Efficiency
GUI Topics
Event-driven programming
Model-View-Controller (MVC) Pattern
GUI elements
Java GUI classes
Event-driven Programming
Normal (control flow-based) programming
Approach
Start at main()
Continue until end of program or exit()
Event-driven programming
Unable to predict time & occurrence of event
Approach
Start with main()
Build GUI
Await events (& perform associated computation)
Event-driven Programming in Java
During implementation
Implement event listeners for each event
Usually one event listener class per widget
At run time
Register listener object with widget object
Java generates event object when events occur
Java then passes event object to event listener
Example of observer design pattern
Event-driven Programming in Java
Example listeners & actions causing event
ActionEvent clicking button in GUI
CaretEvent
selecting portion of text in GUI
FocusEvent component gains / loses focus
KeyEvent
pressing key
ItemEvent
selecting item from pull-down menu
MouseEvent dragging mouse over widget
TextEvent
changing text within a field
WindowEvent closing a window
Model-View-Controller (MVC) Pattern
Developed at Xerox PARC in 1978
Separates GUI into 3 components
Model
View
Controller
application data
visual interface
user interaction
View
Model
Controller
MVC Interaction Order
1. User performs action, controller is notified
2. Controller may request changes to model
3. Controller may tell view to update
4. Model may notify view if it has been modified
5. View may need to query model for current data
6. View updates display for user
6
4,5
Model
View
3
2
1
Controller
MVC Pattern – Advantages
Separates data from its appearance
More robust
Easier to maintain
Provides control over interface
Easy to support multiple displays for same
data
GUI
Model
GUI
Model
GUI
MVC Pattern – Model
Contains application & its data
Provide methods to access & update data
Interface defines allowed interactions
Fixed interface enable both model & GUIs to be
easily pulled out and replaced
Examples
Text documents
Spreadsheets
Web browser
Video games
MVC Pattern – View
Provides visual representation of model
Multiple views can display model at same time
Example: data represented as table and graph
When model is updated, all its views are
informed & given chance to update themselves
MVC Pattern – Controller
Users interact with the controller
Interprets mouse movement, keystrokes, etc.
Communicates those activities to the model
Interaction with model indirectly causes view(s)
to update
Principles of GUI Design
Model
Should perform actual work
Should be independent of the GUI
But can provide access methods
Controller
Lets user control what work the program is doing
Design of controller depends on model
View
Lets user see what the program is doing
Should not display what controller thinks is
happening (base display on model, not controller)
Principles of GUI Design
Combining controller & view
Appropriate if very interdependent
Especially in small programs
Separation of concerns
Never mix model code with GUI code
View should represent model as it really is
Not some remembered status
Controller should talk to model and view
Avoid manipulate them directly